Your Story [uDG 2011]

(Aug 31, 2011 10:35 PM)Skorche Wrote: - What you don't like the music? I spent HOURS searching for just the perfect song. What could possibly be wrong with my tastes? We haven't really discussed anything on music yet, but I can assure you we won't use that song.

The deadline's looming, but I'm having fun making content and if seems like it could be fun to play. Scott has been busy this week, and I've been lazier than I should, but have a look at what we have so far. Once you pick up the double jump powerup you've basically seen all there is to see.

I'm so fed up with being rickrolled every time I test something, but I don't want to disable the music! So you'll have to put up with that as well for now.

Love seeing such great progress! This is the first time I've seen an underwater level that doesn't actually take place with annoyingly weird underwater physics - instead of swimming in water and running out of oxygen, you've used a much different idea and I love it. Implemented very effectively - I knew what to do the first time I played it (even though I failed at succeeding the first time).

Pressing the up arrow in the door ways is often transitioning between the doors more than once. I'm pressing it too long I guess. Hold down the key and you'll see what I mean, but it happens sometimes when I press it pretty normally.

Finding it pretty hard to get through the dark level. It seems like you have to do a perfect speed run to not run out of light. I've restarted about 10 times and can't get through it.

I haven't been putting in as much time as I'd hoped to, but things are still coming along. I've been polishing up how the weapons work, and adding a pistol weapon. I'm also changing the music code so you won't have be be rick-rolled over and over again.

We should be able to have a short/simple adventure by the deadline I think. I'll post a build soon.

Worked on my 10.6.8 MacBook. Nice little Metroidvania adventure. As others mentioned, the fact that you are using 'real' physics makes the platforming somewhat frustrating sometimes because you get kicked around a bit. I really like the flashlight mechanic, but the fact that there is no checkpoint (that I could find) in the darkness level is frustrating since you have to do the whole thing over again and it's somewhat long. I had to futz around to figure out what the keys of the game were, so putting the controls in front of the player at the beginning might help.

Thanks for the feedback. I think I've addressed most of that. In the dark level I've added more batteries to make it easier for casual players, but anyone aiming for 100% completion will still find it challenging.

I've posted a near-final build, any last minute feedback is welcome (but I'm not planning to do much tomorrow).